AuthorTopic: A One Sided Issue??? (Read 3380 times)

I guess I am just too much of a perfectionist. I want both sides to appear the same (Fin and wing markings) on a 3d model of colonial vipers from Battlestar Galactica Tos. The left side (see image) is good. Everything in the right place. When I attempt to duplicate these markings on the right side as appropriate, I come close (see image)As you can see,but it is not quite right. How can I solve this? I have included the textures and the 3d model here. Thank you.

Perhaps someone here can do better with what I have provided here in attachments? And provide the results here? I am new to this. Thank you

Your model group has a lot polygons bro. I tried messing with it in Caligari Truespace but the poly count or the model itself has some issues. I also tried importing it into Anim8or but didn't see the model group.

The 3DS model that was uploaded contained multiple spacecraft at a random orientation within the coordinate system. When working on a model, you should limit the work to a single model which is carefully aligned with the coordinate system. Then, as the very last step, when it has been modified to be as you want it, you can use it to create an entirely new model consisting of multiple copies of the original.

I deleted two of the models and aligned the remaining one with Anim8or's coordinate system. I then un-grouped the model, deleted the messed up wing and mirrored the one that was OK. (Since you didn't include any surface texture images, I made my own with arrows on it so I could judge its alignment.)

I've attached a zip of the resulting .an8 model. Like the 3DS, it requires two textures: "wing.jpg" and "engine thing.jpg"

The wings are OK (thank you),but the fin markings are incorrect on the right side. Is there a tutorial (maybe a video) that can walk me thru how to mirror the left side onto the right? I have attempted this with "Build then selecting mirror image" I can then ungroup, select the mirror image and move it into position on the right,but I have been unable to get the image to join with the fin on that side. There is a gap. Thank you everyone for your help here.

I won't have time to look at it in detail until this evening, but briefly, this is what I'd try to do:

ungroup the modelcopy the tail to two new objectsin point-edit mode, delete all of the points from the left half of one the new tail objectsdelete all of the points from the right half of the other new tail object be sure to leave a one-point-wide border overlap in both halves.fix the broken halfcopy the repaired half into the object containing the previously OK half-tail objectmerge the two halves into one solidreplace the messed up tail in the original object with this repaired tail

Close inspection of the original 3ds that you provided (containing three copies of the Viper model) revealed that the Viper's model was damaged. Materials were missing, for example, the model was slightly out-of-kilter, and somehow the glass panes of the canopy had gotten out of registration with one another even though they're a single object.

I fixed a very few of the problems so the model superficially looks OK, but I didn't fix the more difficult ones. EG I didn't fix the canopy's glass, although I did make it transparent again.

Below is the 7zipped .an8 model of a single Viper, aligned with Anim8or's axes. and with its stripes restored. I've included the textures that it needs, the ones that I added back into it, which are only a few of the textures that it presumably started with. Below that are screengrabs showing how it looks in Anim8or and Celestia.

p.s. Applying the textures to provide the stripes actually was relatively straight forward.

Part of the damage to the model was the way the textures were mapped onto the right-side engine, the right-side upper and lower wing parts and the right side of the vertical fin. I deleted the damaged objects, selected their left-side counterparts (one at a time), and did a "build -> mirror image... x" to create their replacements.

I created materials names "engine_striped" and "fin" and selected the appropriate texture images in their material definitions. I was pleasantly surprised that simply selecting the appropriate parts of the model and "Apply" drew the images on the parts correctly. Apparently the texture mappings had been preserved on those parts even though the associated materials had been un-defined.